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Tactical Officer - Jem'Hadar Dreadnought Carrier

guyi2545guyi2545 Member Posts: 0 Arc User
edited January 2015 in Federation Discussion
Hello :)

I have been doing some research into a PvE only Tac officer builds for a Jem'Hadar Dreadnought Carrier and while I have not found many (only 3) the ones I have found seem to say it is very very powerful and tankable for PvE. I am not very good at build making as I have been away from the game for a while and have forgotten most of what I knew (plus there have been changes) so I thought maybe someone here could help me out =]

It is strictly only for PvE and I want to be able to do a nice sustained amount of damage while not having to worry about external healing too much...

I will say I was thinking Antiproton damage for high crit and crit change...

These are the builds I found (obviously some might be out of date what with Fleet items but yeah i would upgrade the weapons).

This is the first build with the second one in the first reply.

This is the third build I found...

"Well, I can safely say that you CAN use the Jem'Hadar Dreadnought with a Tactical Captain because that's what I currently have. Using the following:

FORE:
3x Phased Polaron Dual Cannons Mk XII [CrtD] [Dmg] Very Rare
Omega Plasma Torpedo Launcher Mk XII [Dmg]x2 [CrtH]

AFT:
2x Phased Polaron Turret Mk XII [CrtH] [Dmg] Very Rare
Kinetic Cutting Beam Mk XII [Dmg]x3

TACTICAL
3x Console - Tactical - Polaron Phase Modulator Mk XII Rare
Console - Tactical - Ambiplasma Envelope Mk XII

SCIENCE
Console - Universal - Dominion Command Interface
Console - Science - Field Generator Mk XI Rare

ENGINEERING
Console - Universal - Assimilated Module
Console - Tachyokinetic Converter
Console - Engineering - Ablative Hull Armor Mk XII Very Rare
Console - Engineering - Neutronium Alloy Mk XI Very Rare

Full MKXII Borg - Shields, Deflector, Impulse Engines

DEVICES
Red Matter Capacitor, Subspace Field Modulator, Deuterium Surplus

HANGARS:
Rare and Elite Scorpion Fighters

Does it work well?

When making changes to any of my ships, I usually jump into Starbase 24 to see how it will rate against 19 other random ships. If I place in the top 3, I'm happy.

With this, I've been able to finish in 1st place in the last 3 events I've joined in SB24 so a cannon-wielding Dreadnought is definitely do-able. It does magnificently in STFs and fleet actions (which is by choice).

I love this ship!"


In conclusion are these builds viable, if so which is best and what changes could be made to improve??
Post edited by guyi2545 on

Comments

  • vyperwoovyperwoo Member Posts: 17 Arc User
    edited May 2013
    I think you can come up with a better build than any of those 3.

    If you want the most damage potential then plasma is the way to go. Anti protons are also very effective, but plasma at this point has the highest sustained damage.

    You can rock either beams or cannons, cannons will hit harder but you have a drawback in that you have a poor turn rate.

    Don't run Omega 3 in PvE, Beta 3 will get you better results and will benefit the entire team.

    A few weeks ago I read someone's PvE plasma dread build that would function a lot better than what you got now.

    They put the Hyper Plasma in the front, and the omega torpedo in the back and were able to sit outside of 7km and just spam torpedo's along with there 4 plasma arrays, and the romulan reputation plasma array, with fire at will 3 and 2. You won't spike like a cannon build, but you will do more damage over time.

    Here is what I would do based on that build I saw a few weeks ago.

    http://www.stoacademy.com/tools/skillplanner/index.php?build=plasmatank_1395

    key is to have 3 purple projectile doff's, marion frances dulmer, and then a purple hazzard dutty officer
  • guyi2545guyi2545 Member Posts: 0 Arc User
    edited May 2013
    I don't think I would go with any kind of cannons for the terrible arc especially on a Dread with its turning speed...

    I don't currently have enough rep to get rep/fleet items but I am working towards that atm.
  • asorel1942asorel1942 Member Posts: 28 Arc User
    edited May 2013
    In PvE, especially elite STFs, the small firing arc of dual cannons really isn't an issue. If you plan to run STFs, you may want to consider running multiple torpedoes. If you choose to do so, the adapted MACO two-piece bonus is very effective.
  • thegreeblerthegreebler Member Posts: 2
    edited January 2015
    The beauty of a dread lies not in heavy sustained dps...

    It is the aloha strike. Where you appear from stealth and focus your dual heavy and turrets all focused on ONE target. Tractor beam to hold him there... and finish them off. Hit afterburners and haul your big TRIBBLE outta there. Stealth and DO IT ALL OVER AGAIN!

    Otherwise you better off flying about any other ship:)
  • vhex333vhex333 Member Posts: 75 Arc User
    edited January 2015
    Whilst cloaking and alpha may work with ships that cloak, the JHDC cannot cloak. The best damage tactic on the JHDC is blasting with beams, BFW, circuling the primary target whilst your pets (ideally JHAS) blast exposed hull with quantums for spike. Cannons are not really as viable with her slow turn. That and beams are leading the dps race at present. I went Polaron beams, crt d x3 across the board and the Jem space set at Epic across the board. The four Polaron tac consoles and the additional Polaron damage of the set (17.9% if memory serves) and Plasmonic leech with Amp core, you are into a comfortable build where you don't have to break a sweat to get good damage.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited January 2015
    you can absolutely use DHC with this ship, I have done it. Its fine in PVE, but to do so, youll want to beef up turn rate to at least 20. (You can reach over 30, if you really go at it, 20 is more than good enough). The trouble is getting to point blank range with the inertia of this ship... takes practice, and is challenging, and getting out of warp core breaches can be rough too, same problem, inertia works against you every which way (its doable, but you were warned).

    I do not think you can use cannons effectively in PVP in this type of ship. Your 20-30 turn can't catch small ships that have twice that.

    Polaron does fine if you have the JH set bonus and amped core bonus. The JH bonus is bigger than most. Plasma and AP might do slightly better if you have the support for them (high crit and critd for AP, rom set and fleet stuff for plas). But polaron is pretty good too.

    Honestly, I do not like this ship. Without the JHAS pets, it is weaker than it should be. If you have them, it performs much better.
  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited January 2015
    I'm also in the boat that says "just because it can dosen't mean it should".
    DHC may be viable against stuff like the crystaline entity, tac ccubes and stationary targets but against everything else you'll have a hard time to hit it. Sure you can stuff all your eng slots with RCS consoles but then you'll miss the room for some universals and proper armor cconsoles.

    I'd recommend to swith to AP just because you can have 3 omnibeams on your ship to fill your aft slots. 1x a crafted AP beam, 1x Ancient AP beam, 1x KCB.
  • lindalefflindaleff Member Posts: 3,734 Arc User
    edited January 2015
    Here is my Dreadnought build. The thing is absolutely devastating!
    I completed a 2-man CSE, ISE, and KASE, Optionals included. And I soloed Winter Invasion.
    My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
    Click here to view my DeviantArt.
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